i was wandering how to do that radar view of the 3D generative space. how to build something like that and which is the place to start thinking in a system like that. Thank you!
PS: it works with shaders?
The radar view is just a 2D representation of what is in the 3D space. Assuming you have all your objects stored in some data structure, iterate over it once to draw them in the 3D space and then again to draw them in the 2D space.
maybe is not a infinite space, and i ask if is really necessary to define the size of a 3d World. i notice traveling with peasyCam that coordinates never end (or to big). i still can't resolve the radar thing. I imagine some kind of airplane traveling in the sky. the 2D radar grid also move in relation with the 3D coordinate. (2D grid generate according distance) in the Versum example the XZ grid is moving according the camera moving and it print in the coordinates in the top of each rows and cols of the grid. How can i do something like that?
You’re talking about the map in the lower left corner. It’s a top down view, nothing to do with radar.
You don’t provide any code or context. Are you going to do something like in the video or something like GTA? That’s a huge difference.
Based on my sketch above for a map you would just drop the y-value of everything and use the x,z value. Also use a factor of 0.1 or so to make it small.
For a bigger scene you would use a internal list of your landscape / data map.
Use the camera position as player position.
For a first person perspective look at library queasyCam iirc
thisve a loot of problems yet. don't pay attention to displayCamera(). first, the big problem that ive is with transformations. i can't resolve how determine parent.mouseX and parent.mouseY is over the objPos (the 0,0 is still in the left corner). maybe the transformations are a little bit disorganized, i really appreciate some help.
my logical is this: draw a big Image and later with the arrows move that image and display on the surface on a PApplet . What do you think about this logic? what about the scale factor? (i don't use anyone here). it is possible to map the off buffer into a rect? because i want to use the controller Applet to others things, maybe add some buttons). some many things, but im glad to move along. thanks
Answers
vimeo.com/20347210
I can’t see the image?
vimeo links are troublesome, they just disappear for some reason.
The radar view is just a 2D representation of what is in the 3D space. Assuming you have all your objects stored in some data structure, iterate over it once to draw them in the 3D space and then again to draw them in the 2D space.
ah, I see the video, thanks!
https://www.processing.org/tutorials/p3d/
some example Tfguy44? what about the infinite space?
what about infinite space? some ideas? any kind of principle of generative 3D world?
noise()
Noise is good, but I thought it had issues over a certain value.
Infinite is quite an ask, it's quite big. The video, I notice, definitely has a width and a length.
maybe is not a infinite space, and i ask if is really necessary to define the size of a 3d World. i notice traveling with peasyCam that coordinates never end (or to big). i still can't resolve the radar thing. I imagine some kind of airplane traveling in the sky. the 2D radar grid also move in relation with the 3D coordinate. (2D grid generate according distance) in the Versum example the XZ grid is moving according the camera moving and it print in the coordinates in the top of each rows and cols of the grid. How can i do something like that?
the approach is very classic in games, like GTA for example
You’re talking about the map in the lower left corner. It’s a top down view, nothing to do with radar.
You don’t provide any code or context. Are you going to do something like in the video or something like GTA? That’s a huge difference.
Based on my sketch above for a map you would just drop the y-value of everything and use the x,z value. Also use a factor of 0.1 or so to make it small.
For a bigger scene you would use a internal list of your landscape / data map.
Use the camera position as player position.
For a first person perspective look at library queasyCam iirc
Best, Chrisir ;-)
did a little scetch, maybe it's helpfull
I worked a little on it, you can steer the cam like in first person shooter fashion using mouse and wasd keys.
It also shows some kind of map, but this doesn't work yet
Best, Chrisir ;-)
I improved the version above and edited the post but it's still not good
I just lack the math for it....
hey guys. i was working in the radar/map/gps thing. here is the code i wrote. in general is the first approach,and i`ve a lot of questions to do:
this
ve a loot of problems yet. don't pay attention to displayCamera(). first, the big problem that i
ve is with transformations. i can't resolve how determine parent.mouseX and parent.mouseY is over the objPos (the 0,0 is still in the left corner). maybe the transformations are a little bit disorganized, i really appreciate some help.my logical is this: draw a big Image and later with the arrows move that image and display on the surface on a PApplet . What do you think about this logic? what about the scale factor? (i don't use anyone here). it is possible to map the
off
buffer into a rect? because i want to use the controller Applet to others things, maybe add some buttons). some many things, but im glad to move along. thanks